File: mock_IGameCallback.h

package info (click to toggle)
vcmi 1.1.0%2Bdfsg-1
  • links: PTS, VCS
  • area: contrib
  • in suites: bookworm
  • size: 14,672 kB
  • sloc: cpp: 181,738; sh: 220; python: 178; ansic: 69; objc: 66; xml: 59; makefile: 34
file content (97 lines) | stat: -rw-r--r-- 6,071 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
/*
 * mock_IGameCallback.h, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */

#pragma once

#include <vcmi/ServerCallback.h>

#include "../../lib/IGameCallback.h"

#include "../../lib/int3.h"



class GameCallbackMock : public IGameCallback
{
public:
	using UpperCallback = ::ServerCallback;

	GameCallbackMock(UpperCallback * upperCallback_);
	virtual ~GameCallbackMock();

	void setGameState(CGameState * gameState);

	///STUBS, to be removed as long as same methods moved from GameHandler

	//all calls to such methods should be replaced with other object calls or actual netpacks
	//currently they are declared in callbacks, overridden in GameHandler and stubbed in client

	//TODO: fail all stub calls

	void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {}
	void showInfoDialog(InfoWindow * iw) override {}
	void showInfoDialog(const std::string & msg, PlayerColor player) override {}

	void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override {}
	bool removeObject(const CGObjectInstance * obj) override {return false;}
	void setOwner(const CGObjectInstance * objid, PlayerColor owner) override {}
	void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override {}
	void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override {}
	void showBlockingDialog(BlockingDialog *iw) override {}
	void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override {} //cb will be called when player closes garrison window
	void showTeleportDialog(TeleportDialog *iw) override {}
	void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override {}
	void giveResource(PlayerColor player, Res::ERes which, int val) override {}
	void giveResources(PlayerColor player, TResources resources) override {}

	void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override {}
	void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override {}
	bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override {return false;}
	bool changeStackType(const StackLocation &sl, const CCreature *c) override {return false;}
	bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) override {return false;} //count -1 => moves whole stack
	bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override {return false;}
	bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override {return false;}
	bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override {return false;} //makes new stack or increases count of already existing
	void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override {} //merges army from src do dst or opens a garrison window
	bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) override {return false;}

	void removeAfterVisit(const CGObjectInstance *object) override {} //object will be destroyed when interaction is over. Do not call when interaction is not ongoing!

	void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override {}
	void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override {} //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
	void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override {}
	void removeArtifact(const ArtifactLocation &al) override {}
	bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override {return false;}

	void showCompInfo(ShowInInfobox * comp) override {}
	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
	void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {} //use hero=nullptr for no hero
	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {} //if any of armies is hero, hero will be used
	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {} //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
	bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}
	bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;}
	void giveHeroBonus(GiveBonus * bonus) override {}
	void setMovePoints(SetMovePoints * smp) override {}
	void setManaPoints(ObjectInstanceID hid, int val) override {}
	void giveHero(ObjectInstanceID id, PlayerColor player) override {}
	void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override {}
	void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {} //when two heroes meet on adventure map
	void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
	void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override {}

	///useful callback methods
	void sendAndApply(CPackForClient * pack) override;

	MOCK_CONST_METHOD0(getGlobalContextPool, scripting::Pool *());
private:
	UpperCallback * upperCallback;
};